Welcome to Legendary Classes! The next major update for Characters
Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing As mentioned to the left of this text, this is meant as a up players so one on one games (1 DM and 1 Player) is much supplement for the Legendary Player Characters document. more possible! You can find the links to the full 127 page document below! Now of course, let me start by saying the obvious: This Google Drive class breaks all typical 5e balancing conventions, it should Homebrewery not be used in regular play, nor should it be compared to It is not mentioned in the class specifically, but this class regular 5e classes. does still use Legendary Actions. Nothing has been changed Legendary classes are meant to make a single player worth about the Legendary Action rules from the LPC document, the equivalent of 3 players (Without just tripling damage and the legendary actions you can choose for this class can output and HP) So it's going to be significantly more be found at the end of this document! powerful than the regular version of the class. Encounters Why? When calculating encounters for a player with this class, Why would you use this? Why would you play D&D with two consider them to be equivalent to three characters of the people when it's meant for a larger group? There's a myriad of same level. reasons really, but below are a few good ones. I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should It's easier to schedule and prepare for, instead of having to reward a third of the xp they would normally gain (So they manage the schedules of six different people, you've don't level rapidly) reduced that total to two, making it much easier to If the PC is using Auric Emotions or Signs of Labors in arrange sessions for D&D. tandem with this class, treat them as three and a half This helps with protagonist syndrome... In a normal characters. If they are using both in tandem with this class, campaign, no one player should outshine the others, and treat them as four characters. you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as Leveling bright as they want without worry of making other players Legendary Classes are special, even aside from their feel useless. increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will It can simply be a lot of fun. I've played solo games a lot have rules for leveling beyond 30. To an infinite amount. with my partner, and before I began making Legendary Again I strongly recommend using milestone leveling, as I Player Characters, it was... Really difficult to actually run do not have a good experience total required for levels encounters and make characters without things feeling beyond 20 (Especially once you begin going into 31+) really bad, because D&D isn't made for solo play. You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary Of course as mentioned, there's far more reasons than just actions are listed. those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer Multiclassing it and that's just how I play the game, everyone plays in their own way. Assume the following for multiclassing: For anyone else who prefers solo style or is interested in You may multiclass as normal up to level 30. giving it a try, then this class and the full Legendary Player Characters document are right up your alley! Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level. For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features. Legendary Bard Proficiency Words Cantrips Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Entropy, Spellcasting, Semi Proficiencies — 2 2 — — — — — — — — 2nd +2 Bardic Performances, Words of Creation 2 2 3 — — — — — — — — 3rd +2 Bard College, Muse of an Artist (1) 2 2 4 2 — — — — — — — 4th +2 Ability Score Improvement 2 3 4 3 — — — — — — — 5th +3 Innovation (1d6) 2 3 4 3 2 — — — — — — 6th +3 College Feature, Magical Secrets 3 3 4 3 3 — — — — — — 7th +3 Legendary Ability Score Improvement 3 3 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 3 4 3 3 2 — — — — — 9th +4 Muse of an Artist (2) 3 3 4 3 3 3 1 — — — — 10th +4 Entropic Recovery, Magical Secrets (2) 4 4 4 3 3 3 2 — — — — 11th +4 College Feature, Innovation (1d8) 4 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 4 4 3 3 3 2 1 — — — 13th +5 Creation Affinity 4 4 4 3 3 3 2 1 1 — — 14th +5 Magical Secrets (3) 5 4 4 3 3 3 2 1 1 — — 15th +5 Muse of an Artist (3), Legendary Ability Score 5 4 4 3 3 3 2 1 1 1 — Improvement 16th +5 Ability Score Improvement 5 4 4 3 3 3 2 1 1 1 — 17th +6 College Feature, Innovation (1d10) 5 4 4 3 3 3 2 1 1 1 1 18th +6 Entropic Recovery (2), Magical Secrets (4) 6 5 4 3 3 3 3 1 1 1 1 19th +6 Inspiring Resistance 6 5 4 3 3 3 3 2 1 1 1 20th +6 Ability Score Improvement, Creation Affinity (2) 6 5 4 3 3 3 3 2 2 1 1 21st +7 Epic Spell Slots (10th), Muse of an Artist (4) 6 5 4 3 3 3 3 2 2 1 1 22nd +7 Signature Performance 7 5 4 3 3 3 3 2 2 2 1 23rd +7 Innovation (1d12), Legendary Ability Score 7 5 4 3 3 3 3 2 2 2 1 Improvement 24th +7 Ability Score Improvement 7 5 4 3 3 3 3 2 2 2 2 25th +8 College Feature, Epic Spell Slots (11th) 7 5 4 3 3 3 3 2 2 2 2 26th +8 Entropic Recovery (3), Magical Secrets (5) 8 5 4 3 3 3 3 3 2 2 2 27th +8 Creation Affinity (3), Muse of an Artist (5) 8 6 4 3 3 3 3 3 2 2 2 28th +8 Ability Score Improvement 8 6 4 3 3 3 3 3 3 2 2 29th +9 Epic Spell Slots (12th), Innovation (2d6) 8 6 4 3 3 3 3 3 3 2 2 30th +9 Greatest Performer 9 6 4 3 3 3 3 3 3 3 2
Bard Ability Score Bard Modifier
Upon gaining this class, you must select your Bard If something refers to your Bard Modifier, then that Ability Score. This score can be either Intelligence means it is referring to the modifier of your Bard or Charisma. Ability Score. For example if your Bard Ability Score was Charisma and your Charisma score was 17, your Bard Modifier would be +3. Equipment Class Features You start with the following equipment, in addition to the Your Class gains the following features equipment granted by your background: Hit Points Any simple or martial melee weapon Hit Dice: 2d8 Any musical instrument Hit Points at 1st Level: 16 + two times your Constitution Leather armor and a dagger modifier (a) A diplomat's pack or (b) An entertainer's pack Hit Points at Higher Levels: 2d8 (9) + two times your Constitution modifier per Bard level after 1st. Proficiencies Armor: Light Armor Weapons: Simple Weapons, 3 Martial Weapons of your choice Tools: Three musical instruments of your choice Saving Throws: Dexterity, Intelligence or Charisma (Choose 1) Skills: Choose any 3 skills Preparing and Casting Spells The Bard table shows how many spell slots you have to cast Spellcasting your Bard spells of 1st level and higher. To cast one of these Upon choosing this class at 1st level, you can alter the fabric Bard spells, you must expend a slot of the spell's level or of reality to your whims and music. higher. You regain all expended spell slots when you finish a long rest. Cantrips You prepare the list of Bard spells that are available for you You know 2 cantrips of your choice from the Bard spell list. to cast, choosing from the Bard spell list. When you do so, You learn additional bard cantrips of your choice at higher choose a number of Bard spells equal to your Bard modifier + levels, as shown in the cantrips known column in the bard your Bard level (minimum of one spell). The spells must be of class table. a level for which you have spell slots. Whenever you receive the Ability Score Improvement or For example, if you are a 3rd-level Bard, you have four 1st- Legendary Ability Score Improvement features, you may level and two 2nd-level spell slots. With a Charisma of 16 exchange one bard cantrip you know for another. (And Charisma being your Bard ability score) Your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Bard spells requires time spent practicing music or working on some other form of art: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Your spellcasting ability score is the same as your Bard modifier; which can be either Intelligence or Charisma. Intelligence represents someone who studies music and other artistic forms, while Charisma represents someone who is a master of these artistic forms. Spell save DC = 8 + your proficiency bonus + your Bard modifier Spell attack modifier = your proficiency bonus + your Bard modifier Ritual Casting You can cast a bard spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a musical instrument as a spellcasting focus for your bard spells. Entropy Words of Creation Additionally at 1st level, your creativity and inspiration allows Additionally at 2nd level, you begin to learn the mystical you to influence the world in spectacular ways. Exerting this words of creation. You start knowing two of these words and influence however grants you a resource known as Entropy. learn more as you gain levels in this class, as shown in the You have something known as your "Entropy Pool" which Words Known column of the bard class table. If a word has a starts at 0 and is reset to 0 upon completing a long rest. level prerequisite, you must be at least that level in this class Whenever you use an ability that generates entropy, it is to learn it. added to your entropy pool. Unlike performances which are passive effects you can You are capable of sustaining a certain amount of entropy initiate without requiring an action, words of creation are without any consequences however, this is known as your active effects that require either an action, bonus action or Entropy limit, and it is equal to ten times your level. reaction to use (As detailed in the words description) For every 10 points of entropy you have beyond your When you use a word, it generates entropy, the amount it Entropy Limit, you suffer a -1 penalty to all ability checks, generates is listed in the words description. attack rolls and saving throws you make. This penalty is also Finally, many words use something known as your applied to your spell save DC, and any damage or healing Creation Die. This die starts as 1d4, and it increases rolls you make for spells you cast. whenever you gain the Innovation class feature. Sudden Inspiration Bardic College Upon gaining Entropy at 1st level, you are capable of using Upon reaching 3rd level, you have delved into the advanced this feature. As a bonus action, you may regain an expended techniques of a bardic college, the options for which are spell slot of a level equal to or lower than your proficiency listed later in the document. Your choice grants you features bonus. If you do so, you gain entropy equal to ten times the now and again at levels 6, 11, 17 and 25. spell slots level. Semi Proficiencies Muse of an Artist Finally at 1st level, you choose a number of skills equal to the Additionally at 3rd level, your artistic muse reveals itself in amount you normally get upon choosing your starting class (3 peculiar ways. You may choose a Combat Trait from the as a Bard) you gain semi proficiency in these skills. Meaning options listed later in this document. Some features have a you add half of your proficiency bonus (Rounded down) to level prerequisite, in order to choose that feature, you must checks made with them. have at least that many levels in the Wizard class. Additionally, choose one saving throw you lack proficiency Upon reaching the following levels in this class, you may in. You gain the same bonus to rolls made for that particular select an additional Combat Trait that you meet the saving throw. prerequisites for: 9th Level, 15th level, 21st level, 27th level. If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency Ability Score Improvement to a new one of the same type. When you reach 4th level, and again at 8th, 12th, 16th, 20th, You only gain this feature if Bard is the first class you 24th and 28th level, you can increase one ability score of your choose. You can not have two instances of this feature from choice by 2, or you can increase two ability scores of your separate classes. choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a Bardic Performances feat. Upon reaching 2nd level, you are capable of influencing the When you reach 7th level and again at levels 15 and 23, you world around you with special performances. You start gain a Legendary Ability Score Improvement. You may either knowing 2 performances from the options listed later in this gain the benefits of a regular ASI as per the rules up above, document. or you may take a Legendary Feat, which are listed in the At the start of your turn (No action required) you may Legendary Player Characters document. choose to initiate a performance you know. Initiating a new performance ends any performance you already had ongoing. Innovation You may alternatively choose to end or continue an existing Upon reaching 5th level, you can improve on even the performance you already had ongoing. fundamentals of creation. Now and again at levels 11, 17, 23 Initiating or continuing a performance generates entropy, and 29 in this class, you gain the following benefits: which is known as the performances Entropy Cost. You may choose to perform in or out of combat, if you are not in Your Creation Die increases by 1 stage (1d6 at 5th level, combat, you only generate entropy when you initiate the 1d8 at 11th level, 1d10 at 17th level, 1d12 at 23rd level, performance and for every minute that passes while you are 1d12 at 29th level) performing. Choose two skills. If you lack proficiency in a chosen skill, Every performance also has something known as their you gain proficiency in it. If you have proficiency in a Presentation, and you cannot initiate or continue a chosen skill, you gain expertise in it. performance if you don't have its presentation. You learn a Bardic Performance of your choice. Magical Secrets Epic Spell Slots Beginning at 6th level, you have begin to discover secrets Upon reaching 21st level, the world of epic magic has been other casters hide. Choose two spells from any spell list, you revealed to you. You gain a single 10th level spell slot, you must have a high enough spell slot level to cast the chosen receive a second one at 23rd level. spells however. These spells become your Secret Spells, At 25th level you gain a single 11th level spell slot, you whenever you would cast a Secret Spell, you may gain receive a second one at 27th level. entropy equal to ten times the spells level instead of Finally at 29th level, you gain a single 12th level spell slot. expending a spell slot. Your Secret Spells are considered Bard spells for you, and are always prepared. They do not count against your spells Epic Magic and You prepared. Despite gaining 10th level and beyond spell slots, At levels 10, 14, 18 and 26, you may choose two more you do not learn these spells naturally. Epic magic Secret Spells (4 total at 10, 6 total at 14, 8 total at 18, and 10 spells can only be learned through DM rewards and total at 26) You cannot make any epic spells your Secret should be treated as if you are receiving a magic Spells. item or gold. The full rules for Epic Magic can be found in the full Legendary Player Characters 3.0 Document. Entropic Recovery Starting at 10th level, you are better able to stave off the entropy you gain. As an action, you may halve the current amount of Entropy you have (Rounded up) Once you do so, Signature Performance you cannot do so again until you complete a long rest. At 22nd level, you have trained a performance to pure At 18th level, you gain a second usage of this feature perfection. Choose a Bardic Performance you know, you may between long rests. At 26th level, you gain a third usage of now continue that performance without gaining its entropy this feature between long rests. cost (Although you are still required to spend its cost when initiating the performance) Creation Affinity Once you reach 13th level, your affinity with creation evolves. Greatest Performer Choose a Word of Creation you know that generates 5 or less Finally at 30th level, you are a truly legendary performer. You entropy when you use it. That word no longer generates gain the following benefits: entropy when you use it. At 20th level, you may select a second word to gain this You may have as many performances active at a time as benefit. At 27th level, you may select a third word to gain this you wish, provided each performance has a different benefit. presentation. When you use Inspiring Resistance, you only gain 50 Inspiring Resistance Entropy, instead of 75. Once you reach 19th level, you are able to succumb to your Your proficiency bonus increases by 1, to a total of 10. entropy to better persist. When you fail a saving throw, you can choose to immediately gain 75 Entropy to succeed instead. You cannot use this feature if you are currently past your Entropy Limit. College of Glamour Feywild Influence Bards of this college admire beauty and its spectacles, by Additionally at 3rd level, you gain proficiency in the studying the feywild and emulating its mystifying nature, Performance skill. If you already have this proficiency, you these bards achieve a level of beauty and grace impossible by instead gain expertise. Additionally, you have advantage on mortal standards. saving throws against the Charmed condition and can't be put to sleep by magical means. If you already have advantage on saving throws against being Charmed, you are instead Mantle of Inspiration immune to the Charmed condition. When you choose this college at 3rd level, you are capable of inspiring your allies. As a bonus action, you may choose a Majestic Decree number of creatures within 60-feet of you that you can see up Beginning at 6th level, it's hard to resist your beauty. As a to your Bard modifier (Minimum of 1) bonus action, you may cast the Command spell without Each target (Which may include yourself) gains temporary expending a spell slot. Using your bonus action to cast hit points equal to three times your proficiency bonus and command in this way does not limit your ability to use your may immediately use their reaction to move up to half their action to cast spells. speed without provoking attacks of opportunity. You may cast command in this way a number of times If you only target yourself with this feature, you do not need equal to your Bard modifier (Minimum of 1) You regain all to use your reaction to move, and you may move up to your expended uses upon completing a long rest. full speed. You may use this feature a number of times equal to your Bard modifier (Minimum of you) You regain all expended True Mantle uses upon completing a long rest. If you have no uses At 11th level, you are able to wield your mantle more remaining for this feature, you may gain 20 entropy to use it effectively. You may now use Mantle of Inspiration at the end anyway. You cannot do this if you are at your Entropy Limit. of another creatures turn by expending a legendary action. If you do so, the temporary hit points it grants are halved (Rounded down) and it does not expend any of your usages. You can only use this ability once per round. Unbreakable Majesty Once you reach 17th level, your form takes on an ethereal and lovely visage. When a creature attempts to attack you, you can force it to make a Charisma saving throw. On a failed saving throw, they become unable to attack you, and must choose a new target or waste their attack. That creature cannot target you for attacks until the start of its next turn. On a successful save, the creature can attack you as normal, and they become immune to this effect until they complete a long rest. Unearthly Beauty Finally at 25th level, your form can be lethal to behold. If a creature starts its turn and can see you, you may inflict one of the following effects on them: The creature automatically fails any Perception check it makes, unless it is being made to find you. The creature has disadvantage on any Intelligence, Wisdom and Charisma saving throws you force it to make. If the creature has a CR or Level of 1 or less, they instantly die. A creature can avert their eyes to avoid this effect, if it does so, it is considered blinded against you. If they look at you in the meantime, they are immediately subjected to an effect of your choice. College of Lore Even More Magic Bards of this college are lorekeepers, they know at least a At 6th level, you are even more magically adept than other little bit about most things. They seek new knowledge and bards. Whenever you learn a spell from your Magical Secrets they seek to make sure the truth is known, it is rare to find a feature (Levels 6, 10, 14, 18 and 26) you learn an additional lore bard who willingly keeps knowledge from people. spell (For three total at each level, instead of two)
Bardic Mastery Jack of All Saves
Upon choosing this college at 3rd level, you have developed Once you reach 11th level, your 'skilled at all' persona grows. your skills even further. Choose three skills. If you lack Your Jack of All Trades feature now applies to saving throws proficiency in a chosen skill, you gain proficiency in it. If you as well. have proficiency in a chosen skill, you gain expertise in it. You also learn one language of your choice and gain Bardic Determination proficiency in one tool of your choice. Beginning at 17th level, it's hard for you to fail when you put your mind to it. When you make an ability check or saving Jack of All Trades throw, you can add your Creation Die to the rolls result, Additionally at 3rd level, you gain the Jack of All Trades potentially changing the outcome. You may do so after you combat trait, and it does not count against your combat traits see the roll, but before you know whether you succeed or not. known. For reference, this is what the combat trait does: You may use this feature a number of times equal to your When you make an ability check that does not include your Bard modifier (Minimum of 1) You regain all expended uses proficiency bonus, you may add half your proficiency bonus upon completing a long rest. (Rounded down) to the check. Master of All Finally at 25th level, you are a true master of skills. You may now apply Jack of All Trades to an ability check or saving throw even if that roll already includes your proficiency bonus. College of Steel Extra Attack Combat can be used for far more than just bloodshed... It can Starting at 6th level, you can attack twice, instead of once, be used for Art! Bards of this college recognize this. These whenever you take the Attack action on your turn. You may bards are skilled weapon wielders who put on dazzling substitute one of these attacks for casting a cantrip you know. performances using their weapons, showcasing a level of Upon reaching 17th level, the number of attacks you can mastery and grace that few other bards can compare to. make is increased to 3.
Martial Mastery Growing Mastery
Upon choosing this college at 3rd level, you have begun to Additionally at 6th level, your Mastery Die becomes 1d6. At emulate the skills of fighters. You learn three maneuvers of 11th level, it becomes 1d8. At 17th level, it becomes 1d10. your choice from the Fighter class and have three mastery Finally at 25th level, it becomes 1d12. die that you can use to fuel these maneuvers. Your mastery die are D4's Inspiring Mastery You may apply a maneuver to any weapon attack you make, Once you reach 11th level, you are able to draw on your muse however you can only apply one maneuver per attack. To use to regain combat expertise. As a bonus action, you may gain a maneuver, you must expend a mastery die and roll it. You 15 entropy to regain an expended mastery die. regain all expended mastery die upon completing a short or long rest. Always Masterful If a maneuver has a DC, the DC is equal to 8 + Your Strength or Dexterity mod (Your Choice) + Your proficiency Finally at 25th level, your techniques are always present. bonus. When you would use a maneuver as apart of a weapon attack Whenever you gain a level in this class, you may exchange (Whether it be on hit or some other aspect of the attack) one maneuver you know for another. All other rules can be Instead of expending a mastery die, you may use 1d4 and found in the full Legendary Fighter class document. treat it as if it were your mastery die for that specific Finally, whenever you gain a feature from this subclass maneuver. (Levels 6, 11, 17 and 25) You gain an additional mastery die and learn another maneuver of your choice. Fighter Class For ease of access, below you can find the links to Steel Dancer the Legendary Fighter class which contains all of Additionally at 3rd level, you gain proficiency with medium the maneuvers you may choose! armor and all martial melee weapons. You may use melee Homebrewery weapons you are proficient in as a spellcasting focus for your Google Drive Bard spells. Additionally, whenever you would learn a combat trait from your Muse of an Artist feature, you may instead select a combat trait from the options available to a fighter. If the trait refers to your fighter level in any way, you instead use your Bard level. College of Valor Bards of this college are archetypal skalds. They commit themselves to furthering their martial prowess, but they don't require fancy techniques with their weapons... All they need is steel and music. Song of War Upon choosing this college at 3rd level, you learn the song of war. Whenever you would initiate a performance, you can instead initiate this. You are unable to initiate it if you are incapable of speech, and it immediately ends if you cannot speak. While performing your song of war, you gain the following benefits: You have resistance to nonmagical bludgeoning, piercing and slashing damage. You may add your Bard modifier (Minimum of 1) to all Strength and Dexterity ability checks you make. You may add half your Bard modifier (Minimum of 1, rounded down) to the damage rolls of your weapon attacks. Your song of war does not generate entropy, and there is no limit to the amount of time it can be active. Initiating a performance other than your song of war immediately ends your song of war. Mighty Proficiencies Additionally at 3rd level, you gain proficiency in medium armor, heavy armor, shields and martial weapons. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You may substitute one of these attacks for casting a cantrip you know. Upon reaching 17th level, the number of attacks you can make is increased to 3. Intense Song Beginning at 11th level, your thirst for war grows. The damage resistance from your Song of War now also works against magical bludgeoning, piercing and slashing damage. Additionally, while your Song of War is active, you now add half your Bard modifier (Minimum of 1, rounded down) to your weapon attack rolls. Beat of War Finally at 25th level, the beat of war thrums within you. You are considered to always be under the effects of your Song of War, even if you have another performance active. Additionally, if you used your action to take the attack action, you may immediately use your bonus action to make an additional attack. College of Whispers Everlasting Blades Bards of this college are nefarious infiltrators, using the good Once you reach 17th level, your strikes no longer dampen reputation of bards in order to slip into places they'd your creativity. You may now use Psychic Blades as many otherwise by unable to. Often serving as assassins or spies, times as you wish between long rests, no longer requiring these bards are incredibly dangerous to have around. usages nor generating entropy.
Psychic Blades Whispering Spell
When you join this college at 3rd level, you are capable of Finally at 25th level, your spells are difficult to perceive. infusing your strikes with psychic energy. Once per round When you cast a spell, you may choose to make a Deception when you hit a target with a weapon attack, you may deal 2d6 check as apart of that spells casting, all creatures who can bonus psychic damage to them. see you compare their passive perception to your Deception Every time you gain the Innovation feature, this deals an check. additional 2d6 damage (4d6 at 5th level, 6d6 at 11th level, If your check is higher than their passive perception, they 8d6 at 17th level, 10d6 at 23rd level, 12d6 at 29th level) cannot perceive any components involved with casting the You may use this feature a number of times equal to your spell, and they may not even believe you casted a spell to Bard modifier (Minimum of 1) You regain all expended uses begin with. Creatures immune to being surprised or with upon completing a long rest. If you have no uses remaining truesight are unaffected by this feature. for this feature, you may gain 15 entropy to use it anyway. You cannot do this if you are at your Entropy Limit. Dark Proficiencies Additionally at 3rd level, you gain proficiency in the Stealth skill and Thieves' tools. If you already have either of these proficiencies, you instead gain expertise. Secret Strike Once you reach 6th level, you are capable of lashing out suddenly and unpredictably. When you use your action to cast a bard spell you know or use a Word of Creation you know, you may make one weapon attack as apart of the same action, which is performed immediately after the spell or word is used. Mantle of Whispers Beginning at 11th level, you are able to steal the shadows of others. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for a number of hours equal to your Bard modifier (Minimum of 1) or until you end it as a bonus action. While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on an Insight check contested by your Deception check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest. You cannot capture a shadow if you already have one captured or are currently transformed by one. Bardic Performances Chilling Ballad Below you will find the list of all available performances, their You begin singing an ice cold ballad that cools people right entropy cost for initiating/continuing them, the requirements down to their very core. for their presentation, and what benefits they grant while they Entropy Cost. 5 are being performed. Presentation. You cannot initiate this performance if you If you are not in combat, you only need to pay a are incapable of speech. The performance immediately ends performances entropy cost for every minute it's active, rather if you cannot speak. than at the start of each of your turns. You are capable of walking across water as if it were a The benefits of a performance are listed in bullet point solid surface, the liquid beneath your feet freezing into ice format beneath the presentation section. and then unfreezing as you walk across it. Beat of Metal The area within 30-feet of you becomes significantly colder, no creature can suffer the negative effects of You begin to play a fast paced tune that causes sparks to fly extreme heat while within this area (However if you are in and form into vicious bolts of electricity. an area of extreme cold, its detrimental effects are Entropy Cost. 5 doubled) Presentation. You cannot initiate this performance if both of your hands are not free, you must also be holding an Whenever you deal damage with a Bard spell or Word of instrument that you can play with your hands (Such as a Creation, you may turn it into Cold damage. If you do so, it Drum or Lute) This performance immediately ends if you are deals bonus cold damage equal to your Bard modifier unable to play your instrument. (Minimum of 1) Whenever you cast a Bard spell or use a Word of Creation, you may deal 1d4 lightning damage to a creature within Dance of the Fire God 30-feet of you (No action required) You begin dancing along with the heat of the multiverse, Creatures within 120-feet of you have disadvantage on generating flames around you and across your body. Perception checks based on hearing while they can hear Entropy Cost. 5 you perform this song. Presentation. You cannot initiate this performance if your speed is 0 (Such as via being grappled or restrained) The All creatures (Including yourself) within 15-feet of you are performance immediately ends if your speed becomes 0. incapable of concentrating on spells, immediately losing As an action, you may ignite a flammable object within 5- their concentration if they attempt to do so in the area. feet of you that you can touch, such as a torch, piece of tinder, or piece of cloth. Blinding Sonnet The area within 30-feet of you becomes significantly You begin singing a song that the very darkness itself fears, warmer, no creature can suffer the negative effects of the driving itself away from you as you illuminate the world. extreme cold while within this area (However if you are in Entropy Cost. 5 an area of extreme heat, its detrimental effects are Presentation. You cannot initiate this performance if you doubled) are incapable of speech. The performance immediately ends if you cannot speak. Whenever a creature hits you with a melee attack while within 5-feet of you or touches you, they suffer fire damage The area within 60-feet of you is considered bright light, equal to your Bard modifier (Minimum of 1) magical darkness within that area that was cast at a level equal to or lower than your proficiency bonus is immediately dispelled. Creatures within 60-feet of you cannot benefit from being invisible. Creatures within 60-feet of you (Including yourself) have advantage on checks made to see through illusions within this range. Enthralling Show Hymn to the Forest You put on a show that is absolutely mesmerizing to behold, You sing a song that evokes the power of nature, and causing creatures to barely be able to keep their eyes off of encourages its growth. you. Entropy Cost. 8 Entropy. 10 Presentation. You cannot initiate this performance if you Presentation. Choose the presentation of any are incapable of speech. The performance immediately ends performance other than Song of Rest. if you cannot speak. Creatures within 60-feet of you who can see you have The area within 30-feet of you is considered difficult disadvantage on all Perception checks based on sight. terrain made of plantlife, as vines and roots grow around you. You ignore this difficult terrain. When you initiate this performance or when you continue it (No action required) you may target a number of As a bonus action on your turn, you may make a ranged creatures within 60-feet of you up to your Bard modifier spell attack against a creature within 30-feet of you, (Minimum of 1) Those creatures must succeed on a dealing magical slashing damage equal to your creation Wisdom saving throw or become Charmed by you until die on a hit, as a vine lashes out at them. the start of your next turn. Plants that have a CR or level equal to or less than your While out of combat, if a creature charmed by you would proficiency bonus are incapable of willingly attacking you be free of their charm but they are within 60-feet of you, while you are performing this song. This effect is the charm instead does not end until they are no longer suspended if you have damaged that plant since the start within 60-feet of you. This does not apply to them making of your last turn. a saving throw to escape the charm (Examples of effects this would apply to is this performances own charm Lost Ones Requiem feature) You sing a somber melody, saying farwell to those who have passed, and encouraging others to pass on as well. Fauna Sway Entropy Cost. 10 You perform a dance that connects your spirit with that of the Presentation. You cannot initiate this performance if you beasts of the wild. are incapable of speech. The performance immediately ends Entropy Cost. 8 if you cannot speak. Presentation. You cannot initiate this performance if your All creatures within 15-feet of you (Including yourself) are speed is 0 (Such as via being grappled or restrained) The incapable of regaining hit points. performance immediately ends if your speed becomes 0. You can commune with beasts as if you shared a language. Corpses within 60-feet of you cannot be raised as undead. This takes the form of you communicating what you want If a corpse has been exposed to this song for 1 to say through dance, and the beast responding with uninterrupted minute, it can never be raised as an undead. dance of its own, which you can decipher. Undead that have a CR or level equal to or less than your You ignore nonmagical difficult terrain. proficiency bonus are incapable of willingly attacking you while you are performing this song. This effect is Beasts that have a CR or level equal to or less than your suspended if you have damaged that undead since the proficiency bonus are incapable of willingly attacking you start of your last turn. while you are performing this song. This effect is suspended if you have damaged that beast since the start of your last turn. Note of Darkness Tide Waltz You begin playing a tune that resonates with dark energy, You dance with the flow of the waves and the smooth un- creating your own bleak, lightless realm. predictableness of the ocean. Entropy. 8 Entropy Cost. 8 Presentation. You cannot initiate this performance if both Presentation. You cannot initiate this performance if your of your hands are not free, you must also be holding an speed is 0 (Such as via being grappled or restrained) The instrument that you can play with your hands (Such as a performance immediately ends if your speed becomes 0. Drum or Lute) This performance immediately ends if you are unable to play your instrument. You have a swimming speed equal to your walking speed, and you can breathe both air and water. The area within 60-feet of you is considered magical darkness. You can see through this darkness as if it were Any critical hit made against you turns into a normal hit bright light however, even able to discern color. for the purposes of calculating damage. Creatures within 60-feet of you who end their turn in your At the end of each of your turns, you may move up to half magical darkness while being unable to see through it your speed without provoking attacks of opportunity. If suffer psychic damage equal to your creation die. you are in water, you may instead move up to your speed without provoking attacks of opportunity. You cannot be blinded by means short of removing your eyes while this performance is active. Unnerving Show You put on a show that is startling and unsettling to behold, Song of Rest creatures watch on with morbid fascination though. You play an uplifting song that soothes the body while resting. Entropy. 10 Entropy Cost. Varies (See Below) Presentation. Choose the presentation of any Presentation. Varies (See Below) performance other than Song of Rest. This is not a performance you can use in combat. Rather, you use it over the course of a short rest. This song can take Creatures within 60-feet of you who can see you have the form of a verbal song or one performed using disadvantage on all Perception checks based on sight. instruments. When you initiate this performance or when you continue At the end of the short rest, you may choose to gain any it (No action required) you may target a number of amount of entropy (Minimum of 5, maximum of 5 times your creatures within 60-feet of you up to your Bard modifier proficiency bonus) You and all other creatures within 30-feet (Minimum of 1) Those creatures must succeed on a of you who also partook in the short rest regain hit points Wisdom saving throw or become Frightened of you until equal to your Creation Die for every 5 entropy gained. the start of your next turn. (For example, if you were 5th level and you chose to gain 15 entropy, everyone would regain 3d6 hit points, since your While out of combat, if a creature frightened by you would creation die is 1d6) be free of their charm but they are within 60-feet of you, the frighten instead does not end until they are no longer within 60-feet of you. This does not apply to them making a saving throw to escape the frighten (Examples of effects this would apply to is this performances own frighten feature) Words of Creation Manifest Upon reaching 2nd level, you have gained access to the Prerequisite: None almighty words of creation. You start knowing two of these Entropy. Varies (See Below) words and learn more as you gain levels in this class, as As an action, you may create a nonmagical object that fits shown in the Words Known column of the bard class table. If within a 5-foot cube in an unoccupied space within 30-feet of a word has a level prerequisite, you must be at least that level you. The object cannot have a gold piece cost that exceeds in this class to learn it. five times your Bard level. If a word refers to your Creation Die, that die is 1d4. This The object remains for a number of hours equal to your die increases as you reach certain levels in this class (1d6 at Bard modifier (Minimum of 1) after which it harmlessly 5th level. 1d8 at 11th level. 1d10 at 17th level. 1d12 at 23rd disappears. The object is obviously magical and cannot be level. 2d6 at 29th level) sold. You gain entropy equal to the objects gold piece cost, and you cannot use this word if you are at your entropy limit. Diminish Prerequisite: None Move Entropy. 7 Prerequisite: None As a reaction to a creature you can see within 60-feet of Entropy. 5 you making an attack roll, ability check or saving throw, you As a bonus action, you may roll your creation die. You may can roll your creation die and subtract the result from their then teleport to an unoccupied space within a number of feet roll, potentially turning their roll into a failure. equal to the result rolled times 5. You cannot use this word to The creature is immune to this effect if it cannot hear you teleport to a space you would've been unable to walk to. or cannot be charmed. Ignite Truth Prerequisite: None Prerequisite: None Entropy: 5 Entropy. 5 As a bonus action, you may target a creature within 60-feet As a bonus action, you may target a creature within 60-feet of you and ignite them in flame. The creature becomes of you who can hear you and force them to succeed on a enveloped in fire, suffering fire damage equal to your creation Wisdom saving throw. die at the start of each of their turns. On a failed saving throw, you may ask the target one They remain on fire until they or another creature within 5- question that does not exceed 15 words, and the target must feet of them uses their action to put them out, or until they answer truthfully. The target can attempt to twist the truth as are doused in water. much as they wish, however they cannot tell an outright lie. You may also target flammable objects that aren't being worn or carried with this word. Unsettle Prerequisite: None Inspire Entropy. 5 Prerequisite: None As a bonus action, you may target a creature within 60-feet Entropy. 5 of you who can hear you, and mark them with a feeling of As a bonus action you may target a creature within 60-feet unease. of you who can hear you (Which can be yourself) That At any point before they complete their next long rest when creature gains a Bardic Inspiration die. they make a saving throw, you may choose to trigger their This die is the same size as your Creation Die, and at any feeling of unease. You roll your Creation Die and subtract the point before they complete a long rest, they may expend this result from their saving throw, potentially turning it into a die, adding it to an ability check, attack roll or saving throw failure. they make. Alternatively, if they cast a spell they may add it to A creature can only be affected by this feature once at a one damage or healing roll of the spell. time. If you would use this feature on a creature who you A creature may only have one bardic inspiration die at a have already activated the uneasy feeling on in the past hour, time. If you would give one of these die to a creature who has the entropy cost is doubled. already expended a bardic inspiration die in the past hour, the entropy cost is doubled. Vitality Prerequisite: None Entropy. Varies (See Below) As a bonus action, you may target a creature within 60-feet of you (Which can be yourself) and mend their wounds. That creature can immediately expend one of their hit die, rolling it and regaining hit points equal to the amount rolled (They add their Constitution modifier as normal) You gain entropy equal to the amount of hit points they recovered. War Chaos Prerequisite: None Prerequisite: 10th Level Entropy. 5 Entropy. Varies (See Below) As a bonus action, you may target a creature within 60-feet As an action, you may breathe a spark of life into the world of you (Which can be yourself) and strengthen their around you, creating a demon or fey in any unoccupied space weaponry. Whenever that creature makes a weapon attack, it within 30-feet of you. You choose the creatures statblock, may add your Bard modifier (Minimum of 1) to the attacks however its CR cannot exceed your proficiency bonus. damage roll. It retains this benefit until the start of your next The creature acts as your ally, and it acts immediately after turn. you end your turn. It obeys your commands and defends you to the best of its abilities if given no commands. The creature Nature remains until it is reduced to 0 hit points. Prerequisite: 6th Level When you use this word, you gain entropy equal to 15 Entropy. Varies (See Below) times the creatures CR (Minimum of 10) At the start of each As an action, you may breathe a spark of life into the world of your turns, you must gain this entropy again if you wish to keep it summoned, if you don't, the creature vanishes. around you, creating a beast or plant in any unoccupied space If you are at your Entropy Limit, the summoned creature within 30-feet of you. You choose the creatures statblock, automatically disappears at the start of your next turn. however its CR cannot exceed your proficiency bonus. The creature acts as your ally, and it acts immediately after you end your turn. It obeys your commands and defends you Order to the best of its abilities if given no commands. The creature Prerequisite: 10th Level remains until it is reduced to 0 hit points. Entropy. Varies (See Below) When you use this word, you gain entropy equal to 10 As an action, you may breathe a spark of life into the world times the creatures CR (Minimum of 10) At the start of each around you, creating a construct or devil in any unoccupied of your turns, you must gain this entropy again if you wish to space within 30-feet of you. You choose the creatures keep it summoned, if you don't, the creature vanishes. statblock, however its CR cannot exceed your proficiency If you are at your Entropy Limit, the summoned creature bonus. automatically disappears at the start of your next turn. The creature acts as your ally, and it acts immediately after you end your turn. It obeys your commands and defends you Ruin to the best of its abilities if given no commands. The creature Prerequisite: 6th Level remains until it is reduced to 0 hit points. Entropy. Any amount up to your Entropy Limit. When you use this word, you gain entropy equal to 15 As an action, you speak the word of ruin. All creatures times the creatures CR (Minimum of 10) At the start of each within 15-feet of you must succeed on a Constitution saving of your turns, you must gain this entropy again if you wish to keep it summoned, if you don't, the creature vanishes. throw, suffering necrotic damage equal to the amount of If you are at your Entropy Limit, the summoned creature entropy you gained using this word. On a successful saving automatically disappears at the start of your next turn. throw, a creature suffers necrotic damage equal to half the amount of entropy you gained from this word. You cannot use this word if you are at your entropy limit. Suffering Prerequisite: 10th Level Shield Entropy. 25 Prerequisite: 6th Level As an action, you may target a creature within 60-feet of Entropy. 10 you and force them to make a Charisma saving throw. On a failed saving throw, you may cause them to suffer an amount As a bonus action, you may target a creature within 60-feet of necrotic damage up to half your hit point maximum. of you (Which can be yourself) and veil them in a protective You suffer an amount of necrotic damage equal to the barrier. That creature has its AC increased by your Bard damage they suffered from this word, and you cannot reduce modifier (Minimum of 1) until the start of your next turn. this damage in any way. Beyond Prerequisite: 14th Level Entropy. Varies (See Below) As an action, you may breathe a spark of life into the world around you, creating an aberration or celestial in any unoccupied space within 30-feet of you. You choose the creatures statblock, however its CR cannot exceed your proficiency bonus. The creature acts as your ally, and it acts immediately after you end your turn. It obeys your commands and defends you to the best of its abilities if given no commands. The creature remains until it is reduced to 0 hit points. When you use this word, you gain entropy equal to 20 times the creatures CR (Minimum of 10) At the start of each of your turns, you must gain this entropy again if you wish to keep it summoned, if you don't, the creature vanishes. If you are at your Entropy Limit, the summoned creature automatically disappears at the start of your next turn. Secret Prerequisite: 14th Level Entropy. 30 As an action, you may target a creature within 30-feet of you who can hear you. That creature must succeed on a Wisdom saving throw, it automatically succeeds if it doesn't share a language with you. On a successful saving throw, this word has no effect. On a failed saving throw, the creature is charmed by you for a number of hours equal to your Bard modifier (Minimum of 1) this ends early if you or one of your allies attack it, damage it, or force it to make a saving throw. When you use this word, the target hears you whisper its most mortifying secret, you gain no knowledge of this secret, but the target is convinced you know it. The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Death Prerequisite: 22nd Level Entropy. Gain entropy equal to your entropy limit. As an action, you may target a creature you can see within Life 30-feet of you and speak the word of death to them. If that Prerequisite: 22nd Level creatures CR or Level is lower than your Bard level, they Entropy. Gain entropy equal to your entropy limit. must succeed on a Constitution saving throw or instantly die. As an action, you may target a dead creature you can see Creatures with legendary actions or resistances within 5-feet of you and speak the word of life to them. If that automatically succeed on this saving throw. If you use this creature has been dead for no more than 24 hours, they word and fail to kill a creature, you only gain entropy equal to didn't die of old age and aren't undead, provided their soul is half your entropy limit. willing, they return to life. You cannot use this word if you are at your entropy limit. They are brought back with 1 hit point, they are cured of any poisons or nonmagical diseases that were affecting them, all mortal wounds they possessed are closed and they regenerate any missing body parts. You cannot use this word if you are at your entropy limit. Jack of All Trades Combat Traits When you make an ability check that does not include your Below you will find the features you are able to select from proficiency bonus, you may add half your proficiency bonus your Muse of an Artist feature at levels 3, 9, 15, 21 and 27. (Rounded down) to the check. You may select this feature again if you are at least 15th Arcane Dabbling level in this class, if you do so, this applies to saving throws as Choose a spell from any spell list, the spell must be a level of well. which you have spell slots for. This spell becomes a Secret Spell as per your Magical Secrets feature, which means the Many Tricks following: You learn a Bardic Performance of your choice, which does not count against your performances known. Whenever you would cast this spell, you may instead gain You may select this trait multiple times. entropy equal to ten times the spells level instead of expending a spell slot. Movement of the Mage The spell is always prepared for you, is considered a Bard When you would be caught in the area of a spell or effect spell, and does not count against your spells prepared. (Such as a dragons breath weapon or a spellcasters Fireball spell) you may use your reaction to cast a spell or use an You may select this trait multiple times, choosing a new ability from your active performance that moves or teleports spell each time. you, potentially moving you out of the way of the effects area. Musical Recovery Bardic Skills During a short rest, you may choose to recover spell slots Choose two skills. If you lack proficiency in a chosen skill, you whose collective level is no greater than half your Bard level gain proficiency in it. If you have proficiency in a chosen skill, (Rounded down) For example, if you are a 12th level Bard, you gain expertise in it. you could recover four 1st level spell slots and one 2nd level You may select this trait multple times. spell slot, or one 6th level spell slot. Once you use this feature, you may not do so again until you complete a long Creation Surge rest. After using a Word of Creation you know that requires an If you are level 15 or greater in this class, you may select action or bonus action to use, you may immediately use a this trait a second time, which allows you to use this feature different Word of Creation you know that requires the same two times between long rests. If you are 27th level in this type of action to use. You generate twice as much entropy class, you may select this trait a third time, which allows you from this second action. to use this feature three times between long rests. Once you use this feature, you cannot do so again until you You may choose to use this feature multiple times during a complete a long rest. single short rest if you have multiple usages of it. If you are level 15 or greater in this class, you may select this trait a second time, which allows you to use this feature Reactive Mage two times between long rests. You gain an additional reaction, this reaction can only be If you are 27th level in this class, you may select this trait a used to cast spells as a reaction, or use Channel Divinities third time, which allows you to use this feature three times that require a reaction to use. between long rests. You may select this feature as many times as you wish, gaining an additional one of these special reactions each Do No Evil subsequent selection. Prerequisite: You do not have "Speak No Evil" Bard spells you cast no longer require somatic Resilient Body components, however spells that do not have verbal Your HP maximum increases by an amount equal to three components gain verbal components. times your level in this class. Everytime you gain a Bard level, your maximum HP increases by an additional 3 HP. Growing Creativity You may select this trait multiple times. Your Entropy Limit is increased by an amount equal to five times your level in this class. Everytime you gain a Bard level, Power of Music your Entropy Limit increased by an additional 5 points. You are capable of using instruments you are proficient in as You may select this trait multiple times. weapons. All instruments are considered range weapons for you, have a range of 120-feet, and a damage die of 1d8. You use your Bard modifier for the attack and damage rolls of attacks using instruments, and instruments deal thunder damage. If your Creation Die is larger than 1d8, you use your Creation Die for the damage die instead. Skirmisher When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity. Speak No Evil Prerequisite: You do not have "Do No Evil" Bard spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components. Verbal Reservoir You learn two Words of Creation of your choice. These do not count against your words known. You may select this trait multiple times. Well Versed You gain proficiency in any combination of 3 languages, tools, or instruments. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you instead gain expertise. You may select this trait multiple times. Entourage Prerequisite: 9th Level You may now have as many creatures summoned via your Words of Creation at a time as you wish (This is referring to the Nature, Chaos, Order and Beyond words) Each word still generate entropy as per normal, and they all disappear if you can no longer sustain their entropy. Evasion Prerequisite: 9th Level When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If you have at least 23 levels in this class, you may select this feature again. If you do so, it applies to all saving throws, not just Dexterity ones. Inspiring Success Prerequisite: 15th Level When you make an ability check, you can choose to gain 30 entropy to reroll the check. You must do so before you know whether the check succeeds or fails. You may use this feature as many times as you wish on a single roll. You cannot use this feature if you are currently past your Entropy Limit. Cleric Spell List Cantrips Animal Messenger Major Image 6th Level Blade Ward Blindness/Deafness Nondetection Eyebite Dancing Lights Borrowed Knowledge Plant Growth Find the Path Friends Calm Emotions Sending Guards and Wards Light Cloud of Daggers Slow Heroes' Feast Mage Hand Crown of Madness Speaking with Dead Mass Suggestion Mending Detect Thoughts Speak with Plants Otto's Irresistible Dance Message Enhance Ability Stinking Cloud Programmed Illusion Minor Illusion Enlarge/Reduce Tongues True Seeing Prestidigitation Enthrall Thunderclap Heat Metal 4th Level 7th Level True Strike Hold Person Charm Monster Dream of the Blue Veil Vicious Mockery Invisibility Compulsion Etherealness Kinetic Jaunt Confusion Forcecage 1st Level Knock Dimension Door Mirage Arcane Animal Friendship Lesser Restoration Freedom of Movement Mordenkainen's Magnificent Bane Locate Animals or Plants Greater Invisibility Mansion Charm Person Locate Object Hallucinatory Terrain Mordenkainen's Sword Color Spray Magic Mouth Locate Creature Prismatic Spray Command Mirror Image Phantasmal Killer Project Image Comprehend Languages Nathair's Mischief Polymorph Regenerate Cure Wounds Phantasmal Force Raulothim's Psychic Lance Resurrection Detect Magic Pyrotechnics Symbol Disguise Self See Invisibility 5th Level Teleport Dissonant Whispers Shatter Animate Objects Earth Tremor Silence Awaken 8th Level Faerie Fire Skywrite Dominate Person Antipathy/Sympathy Feather Fall Suggestion Dream Dominate Monster Healing Word Warding Wind Geas Feeblemind Heroism Zone of Truth Greater Restoration Glibness Identify Hold Monster Mind Blank Illusory Script 3rd Level Legend Lore Power Word Stun Longstrider Bestow Curse Mass Cure Wounds Silent Image Catnap Mislead 9th Level Silvery Barbs Clairvoyance Modify Memory Foresight Speak with Animals Dispel Magic Planar Binding Mass Polymorph Tasha's Hideous Laughter Enemies Abound Raise Dead Power Word Heal Thunderwave Fear Rary's Telepathic Bond Power Word Kill Unseen Servant Feign Death Scrying Prismatic Wall Glyph of Warding Seeming Psychic Scream 2nd Level Hypnotic Pattern Skill Empowerment True Polymorph Aid Intellect Fortress Synaptic Static Leomund's Tiny Hut Teleportation Circle Legendary Actions Here you will find the Legendary actions that only a Bard of Leveling Beyond 30 the appropriate level can learn (If a Bard specific Legendary Here you can find what the Legendary Bard gains action requires 2 actions, you must be a level 11 Bard to for every level beyond 30 they are! It is intentional know it for example) that their proficiency bonus stops increasing. Every 4 levels beyond 30 (34, 38, ect) a Swift Words legendary bard gains a regular ASI. Cost: 1 Legendary Action Every third ASI a legendary bard would gain You use a Word of Creation you know that requires a bonus after level 30 (42, 54, 66 ect) is instead a action to use. legendary ASI. Every level you gain 2 Musical Essence. True Speech Whenever you would expend a Bard spell slot of Cost: 3 Legendary Actions 9th level or lower, you may instead expend an You use a Word of Creation you know that requires an equal amount of Musical Essence. You recover action to use. all Musical Essence upon completing a long rest. Unpredictable Show Every even level (32, 34, 36, 38 ect) you gain a Cost: 2 Legendary Actions +1 to one ability score of your choice. You initiate a performance you know. If you are already doing a performance, that one ends. You gain the entropy as Your HP increases as per normal. appropriate when entering this performance. Your new ability score maximums for Dexterity, If you continue this performance at the start of your next Intelligence and Charisma is equal to your Bard turn, you do not gain any additional entropy however. level if they were not already higher. Changelog Version 1.0 (May 30th 2023) The thirteenth overall legendary class and the first release of Bard Released with 5 Subclasses: Glamour, Lore, Steel, Valor and Whispers. Released with 12 Bardic Performances Released with 19 Words of Creation Released with 19 Combat Traits Released with 3 Legendary Actions Credits and Thanks! Artist Credit Stain Credit I am no artist, just someone with a lot of homebrew ideas and In all of my homebrew I use watercolor stains created by a vague ability in graphic design. All artwork I use in this u/flamableconcrete aka Jared Ondricek. These brews and document is credited below, please show respects to the PDFs would not look nearly as nice without his creations, so artist and if the original artist sees this and feels I did not huge thank you to him! You can find all stains I use on his properly credit them/does not wish for their artwork to be website, watercolors.giantsoup.com. used, contact me at u/Zellorea and I will rectify this as soon as possible. Other Homebrew Cover Art by Shilin on Deviantart! You may recognize me for other homebrews such as the Art on Spellcasting page by Billy Christian on Artstation! Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as Art on Magical Secrets/Ace page by April Borchelt on all of those are publically available, join the discord! Artstation! https://discord.gg/c4T35TqbqT Art on College of Glamour page by @Depingo on Twitter! Art on College of Lore page by Tatiana Kirgetova on Patron Thanks! Artstation! This homebrew was supported for by my patrons on Art on College of Swords page by Bo Chen on Artstation! https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this Art on College of Valor page by Kevin Glint on Artstation! in the future, that's the best way to do it! A thank you to my current supporting patrons! Their Art on College of Whispers page by Nanfe on Artstation! names are listed below as a show of my immense Art on 3rd Bardic Performances page by Bruno Cesar on appreciation towards them. Artstation! Living Legend: Kiphea Art on 3rd Words of Creation page by Lee989y on Living Legend: O-5 Deviantart! Living Legend: Trains Art on 2nd Combat Traits page by @Krowleigh on Twitter! Savior: Xabbu Renowned Hero: Cynical Sorcerer Renowned Hero: InsaneInsanity Mercenary: Deathknight Folk Hero: Nate Meyer